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    posted a message on Most important class legendary?
    Quote from R4v3n5w00d »
    Quote from Trollbert »
    Quote from R4v3n5w00d »

     

    Quote from iMPose »

    Tirion Fordring and Grommash Hellscream are vital to their respective classes.

    Archmage Antonidas and Lord Jaraxxus are vital to particular builds of their classes.

    Cenarius and Al'Akir the Windlord are great additions but not necessary for their classes.

    All that said, the card you craft first should be the one you think looks the most fun.

    Grommash Hellscream are vital to their respective classes.

    wait wait by respective class u mean particular build which is wallet warrior . i have never seen a aggro warrior that runs grom.

    I've never seen a highly successful aggro warrior deck.  Unfortunately for the warrior class, the only consistent viable build has been control.  Gromm and Alexandria ARE the warrior endgame.  I've seen plenty of decks in many classes that don't run the class legendary, but I have seen absolutely zero CW builds that willingly run without Gromm.  

    He's the most important class legendary. 

    Exactly the part where grom is nessasry for thier respective class is wrong warrior can be wallet( ctrl) or aggro.and aggro warrior dont run grom so its good only for a specific deck.

    I've never seen an aggro warrior :/ (what do they play?) Only tempo and they run Grom. Also, Tirion is more absent from aggro Paladin than Grom from alt-control warrior, imo. Semantics :D 

     

    Quote from iMPose »

    Tirion Fordring and Grommash Hellscream are vital to their respective classes.

    Archmage Antonidas and Lord Jaraxxus are vital to particular builds of their classes.

    Cenarius and Al'Akir the Windlord are great additions but not necessary for their classes.

    All that said, the card you craft first should be the one you think looks the most fun.

    I'd would say GRom is more vital, but this virtually exact.

    Posted in: General Discussion
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    posted a message on last card super TORN which to pick

    I wouldn't even think about DMO, it has so many down sides and only works can be relied on with a clear board. After playing it I would now pick the MS before him (definitely at an early stage of the draft) The only thing DMO offers is a target but gd players won't waste a removal if they've board presence. FS can sometimes be best T4/5(as others have said), and will work well with the surplus Hexs as you can probably target 4/5 drops easily. GL! 

    Posted in: The Arena
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    posted a message on Weekly Design Competition #7 - [Ended]

    ''For, the night is dark and full of ... errors. Hmm.'' Natalie Seline.

    Art - Thorsten-Denk.

    (Edit. Moved lore + concept comments to discussion. Changed from Acolyte of Pain to Northshire Cleric)  (Edit 2 Unstableghouled everything Edit 3; reduced H to 3)   

    Posted in: Fan Creations
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    posted a message on Weekly Design Competition #5 - [Ended]

    It's weird. The two cards that are neck and neck at the top - Rebirth and Emerald Dream, I just don't see the attraction. No offense to the makers as it's not that I don't see that there's something to them, but I don't get that they're top of the table. ED is OP in a mill deck too, Rebirth is pretty radical, either a totally dead card or supreme domination :/ Why are ppl going for them? Anyone enlighten me?

    Really close btw!! I was sure Assimilate would make the late surge. The field are 10 off though... 15 minuts left :O!!

     

    Posted in: Fan Creations
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    posted a message on Weekly Design Competition #5 - [Ended]
    Quote from iSinti »
    Quote from Lord_HS »

    specifically Pirates were never my type in any kind of game ;-)

    BLASPHEMY!!!!!!! :PPPP :)

    Haha, Isinti, Ahhhrrr Matey [7;^D   (ahem...Pirate Hat!?)

    LHS, I'm kinda with you. I mean, I like Murlocs and Pirates, but don't ever play them and I don't like playing against them. It's the flavour I enjoy, but I totally dislike the overpowered synergy and the match-up game play sometimes involved (although Pirates are so weak that it's a bit sad D':), in for example, Slivers, and I think Elves now, in MtG. 

    Anyhow, can I ask you guys what you think of this card. It was on my seconds list. Ppl prob think it's totally unplayable, but I've come to like it and think it's balanced in a unique way. 

    I was also thinking the same text could read for a Rogue card: Infiltrate. just can't be bothered making it :)

    Your opponent gets 3 extra cards that you've an opportunity to use before they do, while you also get a chance to improve a board by favorable trading. Ofc, this can backfire totally or swing things completely around. Against weapon classes you can swing to miss, look at secrets or suicide Pyroblast against Mage :d. However, draw into Frost nova, Unstable Portal, Sludge etc :O! Still, even if you draw minions, you might get rid of removal, which could be a decent trade off by casting then fireballing a Frost Ele. 

    Meh :) Couldn't consign it to the shadows post ''Big Spell'' competition without a last glance. 

    Posted in: Fan Creations
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    posted a message on Weekly Design Competition #5 - [Ended]

    Hey Lord HS, :).

    I'm not too keen on race archetypes either, in general, because if they become powerful they can really take over a card game meta - I played MtG when Slivers went completely berserk for a while. I hated playing with them but it was worse against them :(, that's the reason. Mechs are annoying/ish too but hopefully they'll stay manageable in HS.

    Maybe I know what you mean as I wasn't sure about Neputlon at first. But now I like Nep for exactly the reason you don't like him; it gives you a boost mid-late game with a little spicy unknown flavour on the side. That said, I agree that Neptulon has a kind of disjointed feel to it sometimes which is why I think Booty Bay is a different kettle of fish (see what I did there ;D).

    If you think about Booty Bay as, first and foremost, a single AoE spell that aids board presence and happens to utilize Pirates in it, you'd see how I see it. Unlike Neptulon, whose drawn cards are unrelated to him, Booty Bay's set of 5 cards play out like multiple facets of a single spell - when you play those Pirates the most valuable factor is that you wrestle board control back by using that Ship's Cannon synergy. If you don't connect the spell's interaction, I doubt it has an impact.

    The one thing I'm slightly sad about is that it's a little over reliant on Prep to have the value I would like in a non-pirate deck. In some ways, in the end, I played around Prep too much and the final draft was perhaps over-nerfed.  

    The big thing for me is the feel for the site/place that is Booty Bay in WoW. I like that, it gives me a smile!

    Anyway, There's my view although I appreciate your side as well :)

     

    Posted in: Fan Creations
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    posted a message on Weekly Design Competition #5 - [Ended]

    Yo Jazzfan, Cheers ;D I too am amazed, cleaaarrrrly.... ze best! =D

    Posted in: Fan Creations
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    posted a message on nerf Goblin Blastmage?
    Quote from jeffy777 »

    Yeah, it's no simple task to keep the board clear of mechs by turn 4. Sure it's doable if you draw the right cards and they don't have a god start, but it's still pretty tough in any case.

    In my opinion it does seem like an OP card. It's insane when compared to other class mech-specific cards. Cobalt Guardian for example is garbage in comparison. 

    I think one solution is instead of nerfing mechs, blizz needs to add some cards that are actually anti-mech, as Kripp recently suggested. 

    Agree that the Mage class minions are among the best in the game

    Posted in: Card Discussion
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    posted a message on nerf Goblin Blastmage?

    Reading this thread, and watching the effectiveness now of Mech Druid, Mech Shaman also, it's probable the issue lies with Mech Warper, alright, or some other general mech aspect. That's my conclusion.

     

    Posted in: Card Discussion
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    posted a message on nerf Goblin Blastmage?
    Quote from flacidturtur »

    The title says it all. Goblin Blastmage is op. no doubt about it. 4 mana 5/4 body with a 4 damage split proc. It can be dropped, clear minions and then trade evenly with a brand new yeti for the same cost. If someone suggested that as a new card on the forum, people would flame that thread for coming up with a stupid and OP card.

    For your info OP, found this while reading about card balancing and thought of you and your plight :D I'm in agreement with, btw, and I do see the blast mage as pretty significant re Mech Mage's strength.  

    ''A great example of this is Goblin Blast Mage - a card that's significantly under-costed, but only useful in a Mech Mage deck. This uses two limitations - only Mage decks, only Mech decks - so even though it's individually nuts, only a small portion of decks can run it. This card is only problematic if Mech Mage + Goblin Blast Mage is problematic. This could happen if Goblin Blast Mage was so powerful that it barely needed the rest of the deck, or if Mech Mage was very close to the best deck otherwise and Goblin Blast Mage pushed it over the edge. Because of this, cards that target a particular niche are generally much safer. Note that this breaks entirely if you introduce too many cards that target the same niche.'' https://www.reddit.com/r/customhearthstone/wiki/balance.


    Not evidence, ofc, but given that this was written over 2 months ago, it's a little bit prescient. 

     

    Posted in: Card Discussion
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    posted a message on Weekly Design Competition #5 - [Ended]

    ''Fear not, m' Beauty, n'd mark me words. Those bilge rats will ave the smart lick-o-th-cat across stern a'foer sundown. Ahrrr''                              (Captain Greenskin to Valeera at the Battle of Booty Bay). Art by Peter Lee.

    Good synergy with all the 1 cost Pirates and Deadly Poison + Dread Corsair.  

    (edit 3. Sry about this, but couldn't ignore great advice from iSinti on adding Stealth.) (Edit 4. reduced number of ship's cannon by 1 Read about changes in discussion) Now, That's it. Great fun. 

     

    Posted in: Fan Creations
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    posted a message on Weekly Design Competition #4 - [Ended]

     Hey. Have to put this in since it's my first attempt at designing a card. Hope it's reasonable.

                                       

    Art by Dave Raposa 

        

    Art by Hujianing

    (EDIT - Over load Changed to '2') 

    (EDIT 2. Reset Overload to 1 - he's legendary and it's 2 mana for 5 stats. Most 2 drops have at least that. Switched the health/attack effect. Wanted him to be playable when no enemy minions were in play. Also some spelling edited.)

    (EDIT 3 - Reverted to Overload: 2)

    Posted in: Fan Creations
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    posted a message on New Card - Feign Death

    FD is v powerful, but I like it.

    The only issue for me is the weak flavour. To 'Feign Death', by any stretch, is hardly to activate a deathrattle?! I mean Hunters ain't necromancers and this is more along the lines of a magical effect. I know it's kinda ridicules to question the semantics of cards, but I do like to 'get' the relevance to the characteristics associated. Surely FD is obviously some kind of conceal for Hunters, although that's a bit boring.

    It's just that they're being a little lazy with this square peg flavour in my spaghetti loops. Maybe it's the problem of having a very limited set of interesting mechanisms to create dept with, at the moment. I do hope this is addressed as now we've got reincarnate/FD being one of a number of similarity-overlaps between classes' spells etc.  

    Posted in: Card Discussion
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    posted a message on New Card - Feign Death

    Absolutely.

    Posted in: Card Discussion
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    posted a message on New Card - Feign Death
    Quote from lionoffrost »
    Quote from noza2004 »
    Quote from lionoffrost »

    [a bunch of niche uses for reincarnate]

    What planet are you on lol? I cannot recall a SINGLE situation where reincarnate was used in any of the bullet points you made lol. This hunter card is basically Baron Rivendare for 2 mana. Simple as that. Plus it's instant and doesn't rely on a minion surviving.

    As I said, I agree that Feign death is significantly better. I'm saying the only downside is that it is less versatile. So if you're asking me if I'm on a planet where Reincarnate is as strong as Feign Death: of course it is not. Blizzard seems to be though, and the versatility is the only reason I can think of why they believe these cards are worth the same amount of mana.

    I am surprised though that you've never seen reincarnate used for either the turn 10 Kel'Thuzad + reincarnate combo, which was pretty popular in deathrattle shaman before the meta became so fast nor for the burst finisher reincarnate + Al'Akir combo  (or +leeroy before he was nerfed to 5 mana). I've also had to use it once or twice exactly on vanCleef simply to slow Miracle Rogue down.

    The healing and removing taunts is something I've really only seen in arena though, so I'm not surprised you never ran into that in constructed. All in all, the versatility is nowhere near the value of feign death's ability to trigger two or more deathrattles at once, but to say it is never useful is not true either.

    But FD is way MORE versatile than Reincarnate, not regarding your opponent but focusing on pure gain, there are far more opportunities allowing you to play TWO. This fact clarifies why it's much more versatile. Having two of the first six cards drawn either Reincarnate/FD in Shaman/Hunter respectively would have widely different effects on the outcome of the game, would you agree? 

    Posted in: Card Discussion
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